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✓ ANSWER ACCEPTED

Why does a model float when it falls in the clientside?

i have a welded model and all the parts are welded to the primarypart, i unanchor the primarypart. it falls, but it also floats. So if i make a model fall clientsided, it does fall but it also floats. But it falls normally when its serversided. Why does it float clientsided?

4 comments

0

Unexpected behavior wot.

0

Probably because it lagging.

0

well it cant be lagging, because when i touch it again, it unfloats and then floats again. and i tested it with multiple people

0

this is expected behavior (in a way) if its the client. Im gonna try and find a way to make it not float

1 answer

✓ Accepted answer

Alright I found the issue

This is a problem with the part's Network Ownership Here is a devhub tutorial on it

Basically when a moving part gets far enough a way from a moving object controlled by the client, the network ownership switches from the player to the server. This then causes the parts to freeze.

To prevent this, inside a script you could run BasePart:SetNetworkOwner(player) where player is the player object (the user) you are giving network ownership to (in this case, the client)

If you replace the player parameter with nil or leave it empty network ownership will go to the server.

1 comment

0

ohmy god thank you so much

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